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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Lukas Toenne
* Contributor(s): None Yet
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/builder/deg_builder_nodes.h
* \ingroup depsgraph
*/
#pragma once
#include "intern/builder/deg_builder_map.h"
#include "intern/depsgraph_types.h"
struct Base;
struct CacheFile;
struct bGPdata;
struct ListBase;
struct GHash;
struct ID;
struct Image;
struct FCurve;
struct Group;
struct Key;
struct Main;
struct Material;
struct Mask;
struct MTex;
struct MovieClip;
struct bNodeTree;
struct Object;
struct bPoseChannel;
struct bConstraint;
struct Scene;
struct Tex;
struct World;
struct PropertyRNA;
namespace DEG {
struct Depsgraph;
struct DepsNode;
struct IDDepsNode;
struct TimeSourceDepsNode;
struct ComponentDepsNode;
struct OperationDepsNode;
struct DepsgraphNodeBuilder {
DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
~DepsgraphNodeBuilder();
void begin_build();
IDDepsNode *add_id_node(ID *id);
TimeSourceDepsNode *add_time_source();
ComponentDepsNode *add_component_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name = "");
OperationDepsNode *add_operation_node(ComponentDepsNode *comp_node,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *add_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *add_operation_node(ID *id,
eDepsNode_Type comp_type,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
bool has_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *find_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *find_operation_node(ID *id,
eDepsNode_Type comp_type,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
void build_scene(Scene *scene);
void build_group(Base *base, Group *group);
void build_object(Base *base, Object *object);
void build_object_data(Object *object);
void build_object_transform(Object *object);
void build_object_constraints(Object *object);
void build_pose_constraints(Object *object, bPoseChannel *pchan);
void build_rigidbody(Scene *scene);
void build_particles(Object *object);
void build_cloth(Object *object);
void build_animdata(ID *id);
void build_driver(ID *id, FCurve *fcurve);
void build_ik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con);
void build_splineik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con);
void build_rig(Object *object);
void build_proxy_rig(Object *object);
void build_shapekeys(Key *key);
void build_obdata_geom(Object *object);
void build_camera(Object *object);
void build_lamp(Object *object);
void build_nodetree(bNodeTree *ntree);
void build_material(Material *ma);
void build_texture(Tex *tex);
void build_texture_stack(MTex **texture_stack);
void build_image(Image *image);
void build_world(World *world);
void build_compositor(Scene *scene);
void build_gpencil(bGPdata *gpd);
void build_cachefile(CacheFile *cache_file);
void build_mask(Mask *mask);
void build_movieclip(MovieClip *clip);
protected:
/* State which never changes, same for the whole builder time. */
Main *bmain_;
Depsgraph *graph_;
/* State which demotes currently built entities. */
Scene *scene_;
BuilderMap built_map_;
};
} // namespace DEG
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